Level
4th
Casting Time
1 Minute
Range/Area
Sight
Components
S, M *
Duration
Concentration 1 Minute
School
Enchantment
Attack/Save
None
Damage/Effect

You manifest a creature's memory into a glass container. For the casting time of the spell, you and one willing target creature must silently look into each other's eyes while you hold the glass container between you. Interrupting this part of the spell causes it to fail and the spell slot to be wasted. Both you and the creature must maintain concentration in order for the spell to succeed.

Once the casting is complete, the bottle begins to glow and its interior space fills with an image of memory you wish to preserve. This image may be still, or it may be animated. If animated, it is no longer than 12 seconds and may contain sounds. The contained memory accurately depicts exactly what occurred at the time the memory was created in the mind, and it is unaffected by the target's biases or any flaws the target's mind may have introduced to the memory.

While the glass vessel containing the memory is intact, the target cannot forget the memory, even via magic, unless the spell cast to do so is cast at 7th level or higher. The memory remains in the vessel indefinitely. However, if the glass vessel is broken, the memory vanishes from the container and the target creature no longer possesses it in its infallible form (though they recall it afterward for a normal amount of time).

The spell can record an additional 3 seconds of memory for every level above 4th at which the spell is cast.

* - (A glass jar, bottle, vial, or beaker, a target thinking of the memory you wish to preserve)

Available For: Bard (Legacy) Wizard (Legacy) Cleric (Legacy) - Knowledge Domain (Legacy)

_CrimsonInferno_

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